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[Released] Turbo Loader for Genesis 9 [Commercial]
PoshTentacle said:
RiverSoft Art said:
PoshTentacle said:
RiverSoft Art said:
PoshTentacle said:
So I tried using Turbo Loader recently to improve my figure loading speed, and unfortunately, it broke my most-used character preset. Basically, in any scene that I have created that contains that character, one of its most important morphs defaults to 0%. According to the logs, the morph itself is loading, but the morph value is not.
Unfortunately, due to the fact that when loading a scene, morphs are loaded and then poses, I can't just load the broken scene and move the morph sliders back to 100% because it will distort the pose. The only way I have found to keep the exact pose is for me to re-create the broken character preset, load a fresh copy into the scene with the broken figure, and then copy the pose from the broken figure to the one with the correct morph. This will take a huge amount of time by reloading the character into every one of my broken scenes.
I tried resetting all the changes made by Turbo Loader using the "Reset Morph Directory" and "Reset Content Directories" buttons, but this did not resolve the issue.
Edit: Also, I haven't re-saved any of the scenes since the issue appeared in hopes that if I didn't save it, the scenes would still be fixable
Have you searched your HDD for *.tlOff files? That is what TL changes the extension to in order to turn off the morph. Reset Content Directories renames all morphs back to their .dsf extension. If you cannot find any .tlOff files, then the scenes should work as far as what TL did.
I did not find any .tlOff files. Is there maybe a cache or something that I need to refresh/empty after I reset all the morphs to their original state? Also, here are the error lines in the log that may help shine a light on things.
2026-05-11 11:01:50.533 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(595): Formula output property not found: File: /data/Daz 3D/Genesis 9/Base/Morphs/Jepe/JP Sandor HD/JP Sandor HD.dsf URI: Genesis9:/data/Daz%203D/Genesis%209/Base/Morphs/Jepe/JP%20Sandor%20HD/JP%20Sandor%20Head.dsf#JP%20Sandor%20Head-0xa95d2ce?value 2026-05-11 11:01:50.533 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(595): Formula output property not found: File: /data/Daz 3D/Genesis 9/Base/Morphs/Jepe/JP Sandor HD/JP Sandor HD.dsf URI: Genesis9:/data/Daz%203D/Genesis%209/Base/Morphs/Jepe/JP%20Sandor%20HD/JP%20Sandor%20Body.dsf#JP%20Sandor%20Body-0xa95d473?valueJust to repeat for clarity, the morph itself is loading, but the value of the morph is now missing.
Edit: Idk why that quote block is so hard to read, so here is the same message in regular text form:
2026-05-11 11:01:50.533 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(595): Formula output property not found:
File: /data/Daz 3D/Genesis 9/Base/Morphs/Jepe/JP Sandor HD/JP Sandor HD.dsf
URI: Genesis9:/data/Daz%203D/Genesis%209/Base/Morphs/Jepe/JP%20Sandor%20HD/JP%20Sandor%20Head.dsf#JP%20Sandor%20Head-0xa95d2ce?value
2026-05-11 11:01:50.533 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(595): Formula output property not found:
File: /data/Daz 3D/Genesis 9/Base/Morphs/Jepe/JP Sandor HD/JP Sandor HD.dsf
URI: Genesis9:/data/Daz%203D/Genesis%209/Base/Morphs/Jepe/JP%20Sandor%20HD/JP%20Sandor%20Body.dsf#JP%20Sandor%20Body-0xa95d473?value
Once the .tlOff files are gone, TL effects are gone. Did you install products lately?
Yes, I have installed products lately. I even reinstalled the JP Sandor character in hopes of fixing the issue, but unfortunately, it didn't solve anything.
You need to look at those products then for the problem. The TL shouldn't be the problem once you reverted everything - I don't see how it could. All it does is rename files and you renamed them back. It's possible that re-installing JP Sandor (perhaps it was updated?) between the original TL rename to tlOff could have hurt its installation, e.g., Sandor Original Morph -> TL Sandor Original Morph.tlOff -> Sandor Updated Morph -> overwritten by Sandor Original Morph? Or maybe you tried to do something with the metadata while Sandor was off and the metadata has locked in the idea that those morphs are missing files, which have now been restored? I am reaching here, but the original TL is not in the equation anymore.
Daz Studio 6 Beta - version 6.25.2026.19821! (Updated July 23, 2026)If anyone hasn't already noticed, when you import an FBX model into DS6, the surfaces aren't iRay by default and hence attributes like Cutout Opacity will be absent. Convert all the surfaces to iRay, and the missing attributes will appear. In DS4 FBX models are imported as 3Delight by default.
Off Topic Thread #2Stezza said:
Stezza, what was the formula?
I didn't save it as it didn't work
but I wanted a celtic rope loop thingy.
but it did end up giving me code to create a model using Python that would import into Carrara. Messy!

You ghot me enthused and i ended up with a plane.... and a whole lot of scalectric cars
Off Topic Thread #2Stezza, what was the formula?
I didn't save it as it didn't work
but I wanted a celtic rope loop thingy.
but it did end up giving me code to create a model using Python that would import into Carrara. Messy!
[Diffeomorphic] Facial morphs not showing up during import.The anime head is probably a geograft or a parented prop. The addon imports the standard morphs for the genesis figure, but then extra morphs are to be imported apart. You can try with the daz favorites or custom morphs tools.
https://github.com/Diffeomorphic/import_daz/wiki/Setup_Morphs
p.s. Also be aware that G1 G2 are not ideal in blender because they use triax, we made some support for triax trying to get the main features working but it is approximated nonetheless. What works fine is G3 to G9 using general weight.
p.s. For G2 figures you may also try to transfer the character to G3 then import in blender.
[Diffeomorphic] Facial morphs not showing up during import.I have this model I'm trying to import, but when I do, I notice that what few facial morphs the model has are suddenly missing when the model is imported into Blender.
I don't know what's going on or how to fix it. The underlying Genesis model the head is attached to still has its morphs. Though locked to drivers, of which I don't know where their properties are without going into the Vertex Groups tab
Just a heads up about the Dobit G9 Hands Touch Face productibr_remote aka infinity10 said:
barbult said:
Smart Content is controlled by metadata, not folder hierarchy.
The content does not show under the Genesis 9 smart content.
That as much may be true, but it won't be because of the folder structure as you originally said. Smart Content is an entirely separate indexing system, so it sounds like there must be (at least) two separate issues.
That said, having it not in the G9 folders will also do a great job of meaning that anyone who can't find it in Smart Content also can't find it in the Content Library.
Just a heads up about the Dobit G9 Hands Touch Face productbarbult said:
Smart Content is controlled by metadata, not folder hierarchy.
The content does not show under the Genesis 9 smart content. I have submitted a ticket and it has been acknowledged
Just a heads up about the Dobit G9 Hands Touch Face productSmart Content is controlled by metadata, not folder hierarchy.DazStudio To GLB exporter Testers Wanteddefault G8F test
Ok, here is my first test. I tried to import a default G8F in blender via the glTF importer. The result is less than I expected, that is, in my opinion the daz bridge is far better. However I'll be constructive and make suggestions, so perhaps you can improve the exporter. At this point it's not clear to me how much it's the exporter fault or the importer fault, as I never used glTF and the blender importer may very well have its own limitations. However, if this is intended to be used in blender, we have to deal with it.
1. armature. The imported armature is unuseful for animation. The pivot points are all in global axes, so there's no way to rotate them along the local bone axis. I tried the various options in the blender importer but none of them worked fine. I suspect this is the same limitation of old fbx formats which only had pivots and not bones. Here a proper bone conversion is needed, if glTF doesn't support bones then it can't be used to export armatures.
Also, a minor note is that the imported figure needs to be scaled down to 0.01 to fit the deafult blender unit that's 1 meter.
2. materials. The material conversion is quite rude, it only exports the diffuse and specular textures, everything else is ignored. As for the specular factors, they seem off to me or I don't understand the setup. A proper conversion would be as follows, if we want to use the principled coat.
- weight = glossy layered weight
- roughness = glossy roughness
- ior = 1 + glossy reflectivity
p.s. Other than diffuse and specualr, you should at least also export the bump map, as it does a great difference.
Let us know what you think.
Importing pose in blenderIn the global settings there's an option to remember the last folder.
global settings > general > remember last folder
Or you can convert a pose library to blender assets.
runtime > posing > import asset
https://github.com/Diffeomorphic/import_daz/wiki/Posing_Import_Pose_Library
Importing pose in blenderImporting pose is a bit tedious, first you click import pose then locate it in the file browser and apply. Its too many clicks to locate to the folder and disrupt the flow. Is there a way to simply open the pose directory in blender file browser and double click to apply the pose ?
[Help] Suddenty unable to do anything in IrayHi there,
I'm having a weird issue.
Iray no longer appears to work for me. This started this morning.
Essentially, I load any reasonable scene, with a couple of figures, an environment, a few props etc, something I've been able to render already (I've tried 30-40 old scenes so far), and as soon as I go into Iray preview, Daz crashes.
Here's an example from the log:
2026-06-11 00:14:48.635 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating environment.
2026-06-11 00:14:48.638 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating compiled material code.
2026-06-11 00:14:48.639 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating compiled environment code.
2026-06-11 00:14:48.639 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating material textures.
2026-06-11 00:14:48.699 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating environment textures.
2026-06-11 00:14:48.699 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating BSDFs.
2026-06-11 00:14:48.700 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating volumes.
2026-06-11 00:14:48.700 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lens.
2026-06-11 00:14:48.700 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lights.
2026-06-11 00:14:48.700 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating object flags.
2026-06-11 00:14:48.703 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating backplate.
2026-06-11 00:14:48.703 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating compiled backplate code.
2026-06-11 00:14:48.703 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating backplate textures.
2026-06-11 00:14:48.703 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating decals.
2026-06-11 00:14:48.757 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using iray core convergence estimate.
2026-06-11 00:14:48.766 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Allocating 1-layer frame buffer
2026-06-11 00:14:48.769 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using interactive scheduling, caustic sampler disabled
2026-06-11 00:14:48.770 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing local rendering.
2026-06-11 00:14:48.806 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CPU: using 11 cores for rendering
2026-06-11 00:14:48.824 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing OptiX for CUDA device 0
2026-06-11 00:14:52.061 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering with 2 device(s):
2026-06-11 00:14:52.061 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4080)
2026-06-11 00:14:52.061 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CPU
2026-06-11 00:14:52.061 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering...
2026-06-11 00:14:52.062 Iray [INFO] - IRAY:RENDER :: 1.5 IRAY rend progr: CPU: Processing scene...
2026-06-11 00:14:52.063 Iray [INFO] - IRAY:RENDER :: 1.6 IRAY rend progr: CUDA device 0 (NVIDIA GeForce RTX 4080): Processing scene...
2026-06-11 00:14:52.067 Iray [INFO] - IRAY:RENDER :: 1.14 IRAY rend info : Initializing Embree
2026-06-11 00:15:10.739 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [ERROR] - IMAGE:IO :: 1.12 IMAGE io error: The image plugin "oiio_jpg" failed to import "C:\Users\redacted\Documents\DAZ 3D\Studio\My Library\Runtime\Textures\Daz\Characters\Genesis9\Base\Eyelashes\Genesis9_Eyelashes02_NM.jpg".
2026-06-11 00:15:10.819 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [ERROR] - IMAGE:IO :: 1.10 IMAGE io error: The image plugin "oiio_jpg" failed to import "D:\Library2\Runtime\Textures\Daz\Characters\Genesis9\Michael9\Michael9_BodyM_D_1002.jpg".
then the crash.
This is happening in 4.24. In 6, the issue is different, I click Iray preview and it sits there loading Iray preview until the end of time. It doesn't actually do anything.
Here are my system specs:
Operating System: Windows 10 Home 64-bit (10.0, Build 19045) (19041.vb_release.191206-1406)
System Manufacturer: Micro-Star International Co., Ltd.
System Model: MS-7D17
BIOS: 1.20 (type: UEFI)
Processor: 11th Gen Intel(R) Core(TM) i5-11400F @ 2.60GHz (12 CPUs), ~2.6GHz
Memory: 16384MB RAM
Available OS Memory: 16282MB RAM
Page File: 28176MB used, 5284MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 12
DX Setup Parameters: Not found
User DPI Setting: 96 DPI (100 percent)
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
Miracast: Available, no HDCP
Microsoft Graphics Hybrid: Not Supported
DirectX Database Version: 1.0.8
DxDiag Version: 10.00.19041.5794 64bit UnicodeCard name: NVIDIA GeForce RTX 4080
Manufacturer: NVIDIA
Chip type: NVIDIA GeForce RTX 4080
DAC type: Integrated RAMDAC
Device Type: Full Device (POST)
Device Key: Enum\PCI\VEN_10DE&DEV_2704&SUBSYS_51121462&REV_A1
Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_ENUMERATOR|DN_NT_DRIVER]
Device Problem Code: No Problem
Driver Problem Code: Unknown
Display Memory: 24190 MB
Dedicated Memory: 16050 MB
Shared Memory: 8140 MB
Current Mode: 1920 x 1080 (32 bit) (60Hz)
HDR Support: Not SupportedI have tried the following:
Installing the latest Nvidia Game ready drivers
Installing the latest Nvidia Studio drivers
Reinstalling Daz 4.24
Reinstalling Daz 6
None of this has worked at all. It's pretty demoralising. It's like a 'no daz for you' switch has been flicked.
daz 6 did not cms so no content How to fix?barbult said:
You need to add them to the Content Directory Manager list.DS6 does not inherit settings from DS4. You have to do it again.
so the alpha builds did but the new one doesn't.
That is a major fail in system admin and design.
But my first tests in d6 suggests that all the light levels in my existing files are two bright for the new version. Not going to worry much.
Although 6 did updata metadata on 6000 files that it doesn't know about.[Released] dForce2Morph [Commercial]Leaving this here in case anyone else stumbles on it looking for answers.
I was able to reproduce an issue where this script was not working
1. Issue appeared becouse my Windows user name included latin-ext characters. If yours does too you'll need to move your daz setup over to different profile (script has problems reading paths with special characters, I assume this could be fixed).
2. Another issue i found was that I've disabled Poser in plugins. Seems like DAZ is unable to import obj files w/o Poser plugin on, so if your Poser plugin is off re-enable it and restart DAZ.
Need some OBJ import helpWhen creating obj files yourself it's worth working in cm, that way 100% is a standard and easy figure to remember for import.
For obj files generated by other people, I always import them into a modeller where I can measure them first to get an idea of the overall size.
It could be feasible to write a DS script to extract the bounding box size of an imported object, and then possibly ask the user for a desired object size to scale it to. Then you could export that & re-import at 100% to bake in the scale. There are many ways to do this and it could be down to personal preference which way you go.
Regards,
Richard
Been using beta DS6 and find Release version sluggishwolandepiphanius said:
Here are my interface and hardware settings. Not sure what is meant by they match.
Viewport is laggy and jumpy. Parameter sliders are basically unusable as they skip like crazy and I have to manually input numbers. I'm running DS 6 on Windows 11 with all updates. I know that not everyone is experiencing this, just want to know what settings I need to adjust to stop this lag. It makes using DS 6 very hard.
I think there are a lot of issues with new progs and windows.
I have PS Beta and it runs beautifully except as a known bug in the beras the previews in many effects don't work
which should be okay because I have the PS 24, 25, and 26 and the previews work but everything in program windows jiggle, incessantly.
---
I still have a cs5 because the image processor can can a file full of object files and give my jpgs of them and there the cs5 64 doesn't think it's the pro version so I have to use the cs5 32 which does think it's pro so will look at the import object file description.
And CS2 still works.
---
And for really far out take, try the studio driver.
My Fallout 76 was cdting but started working when I swtiched the computers to the studio driver when the 6 betas came out.
Then I discovered the studio driver can't see the titanX becasue the model I have was designed for gaming so nividia never put in the the gpus that the studio driver can see.
So I put the game driver back in to get my two video cards working and the game stopped working again.
It's probably aliens.
Character to prop white eyes on importSO I just exported a character G8 as an .obj prop using a method I found on google.
Step-by-Step Guide
1. Prepare your scene, Position, pose, and dress your character exactly how you want the final object to look in the Daz Studio Scene tab.
2. Export the Character as an OBJ
Go to the top menu and select File > Export. Choose Wavefront Object (*.obj) from the dropdown and save it to a location on your computer.
In the OBJ Export Options dialog,
Check the following settings:
Write UV Co-ordinates
Write Normals
Write Materials Library
Change "Original Maps" to Collect Maps (to keep textures linked).
3. Import as a Prop
Go to File > Import and select your newly saved OBJ file.
In the import options, select the appropriate preset (e.g., Poser) so the scale matches Daz Studio's internal units.
Once imported, the character will be a standalone prop object rather than a rigged figure.
You can safely delete the original rigged character from your scene.
I did that exactly and when the "prop" is imported the eyes are solid white. Is there a fix for this?
[Diffeomorphic] Massive deformations caused by poses and animations when using the MHX rigNope, works fine here. I tried Victoria 8.1 with your fitness pose, all the IK options enabled for MHX including spine. In your picture the character seems to have strange deformations for the legs, even with the daz rig, what specific character is that ?
addon 5.2.0.2928, blender 5.1.2
Another thing that comes to mind, it's better to disable locks and limits when working with IK, otherwise snapping may not work fine depending on the pose, but doesn't seem the case the specific pose works fine with and without locks and limits. Do you use any scaling on the bones for the specific character ? Because that may make the difference as scaling works different in blender, make sure "inherit scale" is disabled in the global settings and "apply transforms" is enabled ineasy import.
https://github.com/Diffeomorphic/import_daz/wiki/Setup_Rigging
Released: Auto Rigging Pipeline [Commercial]N-RArts said:
So let me get this straight. I import a piece of clothing that has been fitted to a Genesis figure, import it to Daz, and use this. Then it'll be completely rigged?
Does it cut down on the need to make JCMs?
The first post in this thread says:
A very important note: This does not do auto weight mapping/jcms etc.









